2010/06/21

June 21, 2010

Analyzing Loot

Choosing a loot system is probably the trickiest part; implementation is a close second. Loot affects most subsystems of OSARE: maps, camera position, renderables, mouse state, tooltips, enemies, inventory, events/containers, etc.

Here's what I plan to do with loot drops.

Item Level

First, let's talk about level. Weapons and armor will be our starting point for determining level.

I'll use basic judgment to assign the rest of loot.

Item modifiers change the level of items. This is calculated outside of the game for now and applied directly to the items.txt file

Drop Chance

Now I can automatically generate loot tables for creatures, containers, and vendors. Loot will be on a basic bell curve. When loot DOES drop, what level is it?

Note I can tag some monsters as "no loot" types (e.g. antlions, wyverns). Instead of dropping loot, you should find loot around their layers (in nests, rubble, dead adventurers, etc). Also I can tag some loot as "quest" types, so they don't appear in random tables.